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Friday, November 6, 2015

Friday Wrapup! Locker edition

Happy Friday everyone!

Things were pretty slow this week as I am still waiting for news on whether my harddrive can be rebuilt or not. So unfortunately that means that there is no new build today. However I have tried to keep things moving forward in other areas, working in parallel to avoid overlap should I be able to integrate some of the lost progress from my old drive.

So this week was mainly comprised of:

Writing and Design - Wrote up a blog post with a synopsis of the game's story and overall design intent. Check it out here if you haven't already!

Learning - For a couple different reasons I have migrated to using Modo as an upgrade for my horribly outdated version of 3ds max. It is slow going but am getting a bit more used to it as I work.

Learning - I'm always on the lookout for pipeline and workflow improvements and decided to give a method of normal map baking by Nick Quackenbush for Substance designer a try. I tweaked it a bit by creating two unique bakers in Substance so I didn't have to save the files out. Pretty cool so far, definitely useful for the hard surface stuff I'm starting to work on!

Production - In an effort to work through the aforementioned "education" I decided to work on a couple very simple designs for the base, namely lockers. I wanted to learn using something relatively simple so I could work out the kinks while still moving forward. I will probably end up exposing a couple controls in Substance and saving out a few variations for the different areas but I'm pretty happy with how they look so far, even in an unpolished state.